Many people think what is good about Deferred Shading are the early pixel
culling and doing the lighting in screen space. Of course, these are good
things compared to the standard way when you have to do a first pass to fill
the Z-Buffer, and then ideally just one more pass to light everything.

My point of view is slightly different, I of course like these benefits, but
what I enjoy the most about Deferred Shading is the simplicity it enables in
many aspects of the real-time rendering.

You have three separated stages of rendering: the MRTs creation, the
lighting, and the post-process/tone-mapping.

This is so clear, and so.right (similar to broadcast renderers). You can
write complex shaders for the albedo computation, different lighting models,
and have fun with post-process. Each stage has its own set of HLSL shaders,
and it's highly pluggable/scalable (which is a priority for the technology
I'm working on). The whole architecture can be strong and stable.

Concerning the speed of rendering, it relies on pixel power mainly, and we
know this is going to improve a lot. You have some effects like
Depth-of-Field almost for free (done during tone mapping). Look at the
timings on my log page to get a better idea.

There's a lot more to talk about the architecture of this technique, and its
real benefits, but I don't want to make this description too long! (I know,
that's already the case! :) )